Work on the Blender FBX exporter is progressing!

“Ideasman” is devoting some time to more fully integrate animation into the Blender FBX exporter (as well as other features). If you use Blender and Unity, go to this thread and give it a run. It needs testers and feedback!

http://blenderartists.org/forum/showthread.php?t=92082&page=4

Is there an alternate method to import texture maps from blender in the interim?
Or is fbx the only way to import blender materials?

Forgive my ignorance … nooB …

Blender textures import properly from the original .blend files, no need to export to fbx. You will only need to reasign the texture inside Unity, but UVs will be fine.

Complex armatures / meshes with IK now supported:

http://blenderartists.org/forum/showthread.php?p=932794&posted=1#post932794

Wonderfull news, downloading rigt now.

Any words from any OTEE guys?
Is this enough for a full integration?

It is working here, but not directly:

-it only exports the current action, lossing its name.
-the mesh is not binded to the skeleton, but it gets the skeleton deformation at current frame inside Blender, at the time it is exported.
-the exported fbx works fine in Cheetah3D and in Maya, with the exceptions noted. But I have been unable to import it succesfully inside Unity yet, as it does not recognize the animation.

I guess Unity is just missing the binding info, just like the other 2 apps. I would like to know if it is needed some more work from the exporter programer, or from OTEE, to get this working directly.

I can send you the files if you want.

Best regards, and keep up the wonderfull work.

We are funding the development. So the plan is to fully integrate it into the native blender importer, once it is is robust and fully works.

Please keep feeding Ideas man sample characters, so he can fully test the exporter. If you also have time to keep testing his exporter when he provides updates and provide feedback to him that will definately help making the exporter more robust.

Please provide Ideas man with the blender file you are trying to export.
Unity requires the skinned mesh to be bound correctly, so the exporter needs to handle that before it can be imported properly.

I will, n.p.

Here you have a working version for you all character animators, now including full support for skeleton-drived animated models. A dream come true

http://projects.blender.org/plugins/scmsvn/viewcvs.php/trunk/blender/release/scripts/export_fbx.py?view=markup&root=bf-blender&pathrev=HEAD

Enjoy, and please help debugging and improving it as far as you use it. Here you have the thread at blenderartists.org for doing so:

http://blenderartists.org/forum/showthread.php?t=92082&page=5

3 hurras for Blender and Unity

i luv u man! (me weeps w/ joi)

thanks to Ideasman and OTEE and everybody that made this happen.

I will tell everyone I know about this, and they’ll all roll their eyes and go yeah whatever, but this is big. BIG.

(does little happy jig)

The FBX exporter is awesome. What about an importer?

Work on this is currently in progress. Updates are posted on the Blenderartists forum.